I think you want these guys to use their improvised weapons just once or twice before discarding them like Jackie Chan does in his movies instead of carrying them around with them.

My suggestions for adaptable assault:

Equipping weapons that aren't in inventory should be a free action. In addition to damage, you can enforce a status condition on an enemy at the cost of losing the weapon until the condition wears off (e.g. entangle somebody with a chain, pin someone to a wall with something pointy, etc.) As you level up you can inflict more debilitating conditions and can apply them to more people at a time.

Last edited by radthemad4 on Mon Jul 14, 2014 9:26 am; edited 1 time in total

My Bio class is making us use this "Active Reading" note format for reading in the class, which includes a silly bullshit "personal connection" section. In protest, I'm going to make D&D my personal connection for everything we read.

Gobies are minuscule fish with the unusual ability to climb waterfalls through use of the sucker-like structures they typically use to feed on algae. Though harmless in size and biting (non-)ability, they can be quite distracting as thousands of thumb sized fish begin to climb up your legs.

CombatAttach (ex): Gobies have specialized sucker structures on their heads and stomachs which allow them to stick to smooth surfaces. A goby swarm occupying the same space as a character may attempt a melee touch attack, if it succeeds, they stick to the character, losing dexterity to AC, and becoming impossible to move out of. To remove a goby swarm, the character must take a full round action and successfully pin the swarm._________________

Dean, on Paranoia wrote:

The book is a hardbound liars paradox.

Winnah wrote:

No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

FrankTrollman wrote:

In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

Last edited by Prak on Tue Jan 27, 2015 1:42 am; edited 1 time in total

HelbogiHell BowMagic Weapon- Bow
The Helbogi is a bow crafted from a human's ribcage. The magic that is put into the creation of the weapon also contorts the ribcage in size such that it fits the forearm of a typical medium creature like a bracer. The spine and shoulder blades of the ribcage serve quite aptly as a buckler, and provide the benefits of such, with the added protection of ribs wrapping around the forearm (no mechanical combat benefit, but will protect the arm from unusual trauma such as traps which target specific extremities).

The bow of Helbogi is composed of the collar bones. At rest, these bones are over-sized compared to the ribcage, only slightly smaller than normal collar bones, and lay mostly parallel to the forearm. When activated, however, the collar bones enlarge to form the arms of a bow (type may be any bow with which the user is proficient) and cord of sinew stretches between them. The bearer does not hold the bow, it is attached to the ribcage and sits at the wearer's wrist. The wearer must hold their bow-hand out of the way and become accustomed to this unusual wielding, taking a -1 penalty on attacks until they have had a chance to practice for at least 1 hour and succeeded at a DC 10 Int Check.

Typically, Helbogi are paired with a bizarre and gruesome hip quiver known as Hernagl (war-nails). Rather than the usual quiver form, Hernagl consists of severed left hands, petrified to lay flat and bound together with leather thongs to hang from the belt. The bearer of Helbogi may draw the nails and finger bones of these hands as arrows, and they will lengthen into appropriately sized arrows as they are drawn.

Hernagl are made from four left hands and allow 20 arrows to be drawn in any encounter. At the end of an encounter, the nails and bones will regenerate at a rate of 1/five rounds once five rounds have passed without an arrow being drawn (ie, after 30 seconds have passed without being used, Hernagl will regenerate one arrow per further 30 seconds), taking ten minutes to refill.

Helbogi is Magical, conferring a bonus to attacks and damage made with it equal to 1/3 the character level of the wielder, and possesses the Ghost Touch and Lifestealing abilities, allowing it to strike and be used by entities which are corporeal or incorporeal, and dealing 1 negative level to targets struck by it's arrows. Arrows created by Hernagl possess the Frost quality, but also may be turned into spell arrows. Hernagl arrows are enspelled individually as if creating a scroll, and may contain 20 different spell effects, one spell effect 20 times, or anything in between. Enspelling a Hernagl arrow involves etching runes into the dead flesh, revealing the spell stored within to creatures close enough to read who succeed on a DC 30 spellcraft check. Once an enspelled arrow has been used, the runes on the flesh disappear and the arrow which regenerates in it's place is only a Frost arrow. Enspelling a Hernagl arrow suppresses it's Frost effect.
Market Price- 20,000 gp for Helbogi, 16,000gp for Hernagl
Crafting- Helbogi require one medium ribcage with spine, shoulder blades and collar bones, and one of the following-- a CR 10 soul (or multiple souls totalling 10,000gp in value), two Negative Energy elemental gems, a Reality Pearl, or Raw Chaos.
Hernagl require four left hands, leather thong sufficient to tie them together, and one of the following-- a CR 9 soul (or multiple souls totalling 8,000gp in value), two Negative Energy gems, 40 doses of Liquid Pain, a Reality Pearl or Raw Chaos._________________

Dean, on Paranoia wrote:

The book is a hardbound liars paradox.

Winnah wrote:

No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

FrankTrollman wrote:

In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

Last edited by Prak on Mon Mar 09, 2015 12:22 am; edited 1 time in total

As you finish the gestures and incantations, your head tears free from your neck sprouting spidery or crab-like legs--either from the stump or sides, and your body slumps back in stasis.

As a walking head, you are shrunken two size categories, have a base movement and climb speed of 5' and are prevented from taking most actions which are not mental or movement-- your spidery legs allow some measure of gesturing and pointing, but no manipulation or grasping. You take a -10 penalty to Str and a -6 penalty to Dex, and have hp equal to 1/10 your max (or your current if you are below 10% hp when you cast this). You may cast spells with somatic components if you succeed on a DC 25 Spellcraft check before casting (you may also spend a week in walking head form practicing casting eight hours each day to essentially learn how to adapt your gestures to the form and thereby forego future rolls for casting in it). You may use wands, staves and rods by clenching them in your teeth and succeeding on a DC 20 Concentration check to speak the command word around them.

This effect is instantaneous, but can be ended at any time. If you return to your body, you may reattach to it as a move action, dispelling the effects of the spell entirely. You may also elect to end the effect without returning to your body by willing your head to be destroyed and reformed on your body. If you destroy your head, it takes 1d10 minutes for your head to regrow attached to your body during which time you are unconscious and cannot be woken. If your caster level is 5 or higher, you may destroy your body and have it reform attached to your head over 1d10 hours, during which time you must rest as if you were healing. Your head or body will reform in the exact condition it was in when you ended this spell--if your body was poisoned, it will still be suffering the effects of the poison, if damaged, it will still be damaged, and so on, unless it has been cured, healed, or otherwise remedied, and the same for your head. If your body has been destroyed between your casting the spell and ending it, you cannot reform it.

If you prepare Walking Head as a third level spell, you may cast it as an immediate action when you would otherwise be killed. If you do so, your head immediately detaches and moves up to 10' away from your body, but has only a single hit point until you have a chance to heal, at which point you will heal to 10% of your normal maximum hp.

(Need something about creating bodies you can pilot...)_________________

Dean, on Paranoia wrote:

The book is a hardbound liars paradox.

Winnah wrote:

No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

FrankTrollman wrote:

In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

Last edited by Prak on Mon Apr 27, 2015 10:57 pm; edited 1 time in total

Feat: Totemic Power
You are linked to a sort of animal and able to use it's iconic abilities.
Benefit: Select one of the following animals. You gain the stated abilities. This choice is permanent and cannot be changed.

Bat/Bird: You can turn your arms turn into large wings as a full round action at will. They grant you a 30 ft Fly speed with Average maneuverability, but you are limited to a light load, and cannot use spells, abilities, activated items, or attack. At 3rd level, the action limitation is lifted, and at 6th level your flight speed increases to 60 ft (Good). When your arms change, your feet also change into large opposable talons capable of lifting and holding objects and giving you a 1d6 Claw attack.

Cat: Your lower arms and legs are covered in cat-like fur and you have retractable Claws that deal 1d4 damage. You also gain the Pounce and Rake abilities. Finally, starting at level 3, you have an enhancement bonus to Dexterity and your claw attacks equal to 1/3 your character level.

Crocodile: You are a staggeringly large specimen of your race, standing around the upper bounds of your size category, and considered to be one size larger for all rolls. You also have thick scaly hide, which gives you natural armour equal to your Con mod, and a bite attack which deals 1d8 damage. Starting at 3rd level, you gain an enhancement bonus to Strength equal to 1/3 your character level.

Lizard: You have scaly skin, a thick tail, and sharp teeth and claws, granting you a +1 natural armour, a 1d4 claw attack, 1d6 bite attack and a 1d6 tail slap attack. You also have remarkable regenerative ability, your natural healing occurring at double the normal rate and you are able to regrow lost limbs over a day.

Rhinoceros: You are are both tall and quite stout for your race, pushing the upper bounds of your size category, and considered to be one size larger for all rolls. You also have a large horn emerging from your brow, which gives you a Gore attack dealing 1d8 damage, and the Powerful Charge ability, dealing 2d8 damage.

Spider: You gain the Web ability of a spider of your size. In addition to throwing nets with this ability, you may also, at will, as a swift action, create webbing ropes that are identical to silk rope, save that they disintegrate after a number of hours equal to your Con mod. These webbing ropes may be used like a grappling hook, except that you may make a ranged touch attack roll instead of Use Rope, and any failure indicates you missed entirely. You also gain a climb speed equal to your land speed.

Special: You may take this feat multiple times, each time choosing a new animal.

Am I missing any other major animal-super powers?
Feat: Cosmic Support
You are a conduit for the power of the cosmos, and it sustains you as one might maintain and protect a valuable tool.
Benefit: You are immune to disease and poison, as well as the effects of extreme environment such as extremely cold or hot temperatures (but not fire or cold damage from attacks), and drowning and suffocation. You may also fly in a vacuum at a speed equal to your land speed with perfect maneuverability.

Feat: Cosmic Awareness
The power of the cosmos awakens within you special sensory abilities. You can see auras that are given off by the energies which compose the multiverse.
Prerequisites:Benefit: You gain the ability to use 1st level "Detect" spells as spell like abilities. These are usable at will, and you may maintain a number of them equal to your Int or Cha mod at once. However, while maintaining multiple Detections, you can only glean the information you would receive from 1 round of concentration, and must focus on a single one to gain more information.

Feat: Cosmic Control
You may channel the energies of the cosmos into a powerful blast.
Prerequisites: Cosmic Support, Cosmic Awareness
Benefit: As an attack action, you may fire a blast of untyped energy from your hand. These blasts deal 1d6 damage, plus 1d6 per three character levels._________________

Dean, on Paranoia wrote:

The book is a hardbound liars paradox.

Winnah wrote:

No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

FrankTrollman wrote:

In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

Last edited by Prak on Sat Jul 15, 2017 5:37 am; edited 3 times in total

Paragon
There are those who exhibit an iconic set of powers which renders them as unto gods. They are akin to mortals, but greater. The paragon is this sort of being, able to run faster than any man, withstand hails of arrows, toss wagons with ease and leap towers.

Some posit these beings come from alternate planes, either ones where these powers are common, or that there is some strange energy not present in their plane which unlocks these powers in them when they come to this plane. Some paragons claim divine parentage, or patronage, or to be the result of divine artifice. Still others have created their own power, constructing powerful magical enchantments and binding them to their own bodies.

Opinions of Paragons vary, largely depending on what they do with their power. Paragons who seek to use their power to subjugate and dominate lesser beings are hated, and considered to be even worse than those who use magic and other external abilities to do so. Those who take on the role of protectors and crusdaders for good are often hailed as heroes, but there are those who fear they will turn bad, whether due to temptation to misuse their power, or because they were acting better than they truly were so work towards domination.

Role: Paragons are highly focused on combat, physically mighty things that can cross large distances in short periods of time and withstand a large degree of physical punishment. They are also good for new players, as their abilities are largely innate and passive, with a few extra abilities that give options beyond hitting things with a weapon.
Alignment: Many of the best known paragons are Good, but nothing requires, or even encourages them to be.
Races: Though paragons often claim to be born of the gods, or interplanar immigrants, they usually display remarkable similarity to humans, elves and other races, even being able to mate with them with little concern. Paragons can be any race.

Weapon and Armor Proficiencies: Paragons are proficient in all Simple and Martial Weapons, as well as all Armors and Shields. They may also select a single Exotic Weapon to be proficient in.

Faster Than A Speeding Bolt (Ex): Paragons base movement speed is increased by 10 ft. This increases by another 10 ft every two levels.

Super Senses (Ex): The paragon's senses are so finely tuned they can hear religious services from the tavern while they're doing something better. They receive a enhancement bonus to Perception rolls equal to their class level, minimum +2. They also gain Low Light Vision and Darkvision out to 30'. At 3rd level, their darkvision extends to 60' and at 6th to 120'.

Ability Increases: Paragons got their name largely from their tremendous strength. At every level, paragons strength increases by 2.

Damage Reduction: The Paragon is remarkably resilient, able to withstand barrages of arrows without flinching, and eventually the attacks of siege engines. The paragon has a Damage Reduction equal to their character level plus their con mod, overcome by any weapon which is adamantine, starmetal or magic. At fifth it is beaten by weapons which are enchanted adamantine or starmetal. At tenth level, this damage reduction can only be overcome by weapons which are starmetal and enchanted. When the paragon reaches 17 HD, their damage reduction can only be overcome by epic starmetal weapons.

Longevity: Paragons are broadly similar to their mundane cousins, but greater in every way. As part of that, they live truly incredible lengths of time. Multiply the years to enter each age category of the paragon's race by ten. An elven paragon, for example, enters middle age at 1750 years old and venerable age at 3500 years. Multiply maximum ages by ten as well, so the same elven paragon would roll 4d%x10 upon entering venerable age, with the potential to live 7500 years.

Paragon Sphere: Each Paragon has slightly different powers beyond strength, speed and invulnerability. One might demonstrate fiery rays from their eyes and cold breath weapons, while another might force people to tell the truth or have a suite of electrical abilities. At every even level, the paragon chooses a sphere. While technically they might choose any sphere, several particularly appropriate spheres are included after the class.

Tower Leaping (Ex): Paragons at second level gain the ability to leap great distances. They have a competence bonus to Acrobatics equal to their class level and may use their strength bonus for jumping.

Limited Flight (Ex): At third level, the paragon gains a limited form of flight. They may fly at a speed equal to their land speed with average maneuverability. They may not carry greater than a light load while flying. The paragon may have wings, but it is not necessary, nor is it necessary for the wings to be on their back or any particular proportion. A paragon may have wing-like ears, wings on their ankles, large feathered wings on their back, small bat wings, or anything of the sort, without affecting their ability to fly.

True Flight (Ex): At seventh level, the paragon's flight has improved. They now fly at twice their land speed with Good maneuverability and may fly with up to a heavy load.

Paragon Flight (Ex): At tenth level, the paragon's flight is flawless. Their flight speed increases to four times their land speed with Perfect maneuverability, and they may fly while carry any load lighter than their Push/Drag load.

Paragon Spheres
Paragons, while they display a certain variety of possible side powers, are decently limited compared to demons and celestials. The following are some of the more appropriate spheres for a Paragon to choose from.

PrimeGranted Power: You have the ability to see through barriers. Any barrier that is less than 5' thick per hit die blocks line of effect but not line of sight, and for all visual purposes may as well be invisible to you. This ability cannot see through adamantine or starmetal of any thickness. You are also powered by the sun and immune to the harmful effects of any Light effect.
1st: Mage Armor
3rd: Gust of Wind
5th: Scorching Ray
7th: Stoneskin
9th: Cone of Cold
11th: Transformation
13th: Finger of Death
15th: Iron Body
17th: Firestorm
19th: Mage's Disjunction

SanctumGranted Power: You may perform a 24 hour ritual to claim a place as your Sanctum. From that point on, until you claim a new sanctum, when you are in your sanctum you gain a +1 bonus to BAB, Saves, Caster Level, and benefit from abilities which scale to character level as if you were one level higher.
1st: Obscuring Mist
3rd: Consecrate/Desecrate
5th: Tiny Hut
7th: Secure Shelter
9th: Hallow/Unhallow
11th: Guards and Wards
13th: Permanent Magnificent Mansion*
15th: Mage's Private Sanctum*
17th:Greater Create Demiplane**
19th: Widened Dimensional Lock
*The paragon may create a permanent magnificent mansion in a fixed place. Using this spell like ability after the mansion has been established creates a portal to the mansion that lasts as long as the typical spell would. The size of the mansion automatically upgrades as the paragon increases in level. If the paragon uses Mage's Private Sanctum on their magnificent mansion, the effect is permanent.
** Like Magnificent Mansion, the paragon creates a single demiplane. Each use of this spell like ability thereafter allows them to travel to their demiplane as if using Planeshift.

SeaGranted Power: You have the Aquatic subtype and the amphibious special quality, as well as a swim speed equal to twice your land speed. If you already have a swim speed, use the better of the two speeds and increase it by 30'. If you already have the Aquatic subtype, you are immune to pressure damage from deep water.
1st: Endure Elements
3rd: Form Small Water Elemental (as Summon Nature's Ally II, but water elemental only, and is a standard action with 7 gallons/1 cubic foot of water, or a full round action without)
5th: Water Walk
7th: Freedom of Movement
9th: Commune With Water (as Commune With Nature, but only works with aquatic settings)
11th: Form Huge Water Elemental (as Form Small Water Elemental, but requires 7.5k gallons/10 cubic feet of water)
13th: Form Greater Water Elemental (17.k gallons/13 cubic feet of water)
15th:Seamantle17th:Tsunami19th: Elemental Swarm (Water only)

DensityGranted Power: You can control your density to the extent that you can alter your weight by up to 25% up or down as an immediate action.
1st: Enlarge/Reduce Person
3rd: Levitate
5th: Gaseous Form
7th: Stoneskin
9th: Passwall (the Sp does not create a passage, but allows the user to move through stone with the same depth limitations.
11th: (need to find something)
13th: Etheral Jaunt
15th: Iron Body
17th: Etheralness
19th: Gate (Travel mode only, self only, transitive planes only)

Martian Manhunter's Shifting sphere is going to be very different between D&D and PF, and it's going to take some finagling for PF.

I don't think you should bake stuff like heat vision and deep breath into the class. Letting them choose from an assortment of level appropriate powers would make this work for Superman, Wonderwoman, (Not) Shazam, Martian Manhunter, Starfire, Darkseid, Orion or whatever.

Last edited by radthemad4 on Fri Jun 12, 2015 9:01 pm; edited 2 times in total

I want to put in some races, yeah. I'll probably put in some manner of robot, not sure what else would be good. Could see a martian, but basically it'd just be at will Polymorph and some kind of fucked up density altering power, so that would be difficult to make it playable at any reasonable level.

If I do a Kryptonian or Asgardian, it basically obviates the point of the Paragon class. An Asgardian has the same power set as a Kryptonian, less the heat vision and super breath, and a Martian is the same as a Kryptonian just plus shapeshifting.

Could do an atlantian. Namor is a Paragon, but the whole aquatic power set is workable as a first level character. Then I guess Aquaman has a feat or something.

Hell, I suppose I could do a beastman race that goes a bit further than just having the Animal Totem feat.

Hmm.... I might be able to work out some kind of X-Men style mutant race using spell likes and a sphere or something._________________

Dean, on Paranoia wrote:

The book is a hardbound liars paradox.

Winnah wrote:

No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

FrankTrollman wrote:

In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

I'm a little iffy on the strength increases and whether they're really enough at low level, but other than that, and writing another sphere or two, I think paragon is probably good at this point. Maybe I'll poach a Speedster ability or two to make use of speed, but that's it._________________

Dean, on Paranoia wrote:

The book is a hardbound liars paradox.

Winnah wrote:

No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

FrankTrollman wrote:

In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

The Atlantean empire was once the greatest power in the material plane, but a great cataclysm befell the sprawling kingdom, sinking it beneath the waves. The empire's wizards worked a mighty ritual that infused it's people--or at least the elite chosen of it's people--with the strength and fortitude to live in their new marine home. Deep within the sunken ruins of their once proud crystal spires the atlanteans continue to maintain their libraries of arcane might, carefully preserved with spellwork and added to with new methods of recording the written word.

Now the Atlanteans, millennia past since they sank, war with sea elves and sahuagin alike and jealously protect their aquatic realm, and treat all threats to the oceans as acts of war by the surface races--who often know nothing of the havoc they wreak on the fragile ecosystem on the sea floor.

On land, atlanteans are visually very similar to humans, broadly speaking. However, their feet are somewhere inbetween humanoid feet and fins, the toes long and clawed with webbing between which contracts when not swimming to give the feet the appearance of simply being long, slightly scaled and clawed. Their hands have more webbing between the digits than those of humans, but it stops short of the first knuckle. Most notable, however, are the dramatically arched eyebrows and their gills. Sitting just behind the jaw, the gills of atlanteans allow them to be truly amphibious, able to breath air and water with equal ease.

An atlantean in water shows even more dramatic differences, however. Large fins slide out of natural sheathes on their spines, the back of their calves and the edges of their forearms, and their skin changes in both texture and color, taking on a blue-grey tinge as small scales spread over them.

Atlanteans are powerful swimmers, but have lost no speed on land, and have taken advantage of this unsuspected fact to slaughter trespassers who thought themselves safe on dry land or the docks of their ships.

Atlantean Racial Traits

+2 str, +2 Int, -2 cha. Atleantean society was, and remains, a lofty magocracy which exalts the natural high intellect of Atlanteans and which allowed their biomancers to work a ritual which strengthened their bodies to adapt them to their new sunken home, but have developed a staunchly xenophobic philosophy which makes them cold and forbidding to all other races, and even each other as they have never entirely ruled out the possibility that an internal saboteur sank their mighty kingdom.

Atlanteans are Medium Humanoids with the Aquatic and Amphibious subtypes. This allows them to breath both water and air with equal ease.

Base speed 30 ft, Swim 50 ft.

Atlanteans swim speeds give them a +8 racial bonus to swim checks.

Low Light Vision

Pressurized Bodies: Atlanteans are magically adapted to the depths, able to dive far deeper than other races and quite resilient to the ravages of those depths. When diving, Atlanteans take damage for every 200' below the surface they are, and take half of the damage rolled beyond that (roll 1d6 per 200' as "normal," but divide in half). This adaptation also gives Atlanteans a +4 to all saves made against Water and Cold spells.

The proud magocratic traditions of Atlantis make all Atlanteans familiar with magic, making Spellcraft and Knowledge (Arcane) class skills regardless of class and giving them a +2 racial bonus to both skills.

Weapon Familiarity: Atlanteans have taken to the harpoon and nets as racially favoured weapons, and treat the weapons as martial for proficiency purposes.

Favoured Class: Wizard and Barbarian

Feels like Atlanteans need a bit more._________________

Dean, on Paranoia wrote:

The book is a hardbound liars paradox.

Winnah wrote:

No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

FrankTrollman wrote:

In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

Last edited by Prak on Tue Jun 16, 2015 4:13 am; edited 1 time in total

Race: Constructoid
A surprisingly common phenomena in the world of magic is unique magical constructs made by mad wizards. Frequently driven to despair by their isolation, these artificial beings often destroy their creator in a rage. Some constructoids never move past their blind hatred of the men (it's almost always men) who created them and apply this more generally to all living creatures and carry a blind vendetta against natural life. Others either snap out of their rage before killing their creators or get over it once the man is dead, and go on to seek redemption or just try to do good.

Constructoids tend to individually be the only one of their kind, given their tendency to destroy their creators before the men can make more. Strangely, this uniqueness gives them a shared experience with one another that allows them to find common ground and come together to form a support network if not a society.

Many also search for what it means to be alive and intelligent. While there is a broad variety in appearances and abilities amongst Constructoids, these common quests bind them together enough to serve as an ad hoc society.

Constructoid Racial Traits

+2 to any two ability scores, -2 to any other. Constructoids are built for a broad variety of purposes.

Constructoids are Medium Constructs, and have all the traits of constructs (but see Construct Type Redux below)

Base Land Speed 30'

Power Source: Each Constructoid has something which powers their bodies and abilities. The nature of this power source confers different abilities:

Electricity: The Constructoid has an object in them which generates electricity, and can absorb electricity from external sources as well. They are immune to electricity. In addition, they may convert electricity damage they would take into extra uses of limited use abilities. Whenever the Constructoid would take electricity damage, they gain a number of Energy Points equal to the prevented damage. They may then use these points to gain extra uses of limited use class features by paying EP equal to the class level which gave the feature times 10. So a first level sorcerer spell would be 10 EP, while a ninth level spell would be 170. The Constructoid cannot use features they have not yet gained.

Starmetal: The Constructoid is powered by the energy radiated by a piece of starmetal. They may reveal this power source from behind it's shielding to emanate a cone of Starmetal radiation which deals 1 point of damage per turn to those caught within it, or 1d6 damage per turn to those caught within it who are vulnerable to starmetal, including characters with DR overcome by starmetal (including DR overcome by starmetal and something else).

Boiler: The Constructoid is powered by steam and has a boiler and fire. They effectively must "eat" by feeding their boiler flame, "drink" to refill their boiler tank, and are at risk of their flame being put out if they are submerged in water. If the Constructoid's flame is put out, they may continue to act normally for a number of rounds equal to half their hit die, and then take partial actions for a further number of rounds equal to half their hit die. If their boiler fire has not been relit at the end of that time, they "run out of steam" and are disabled until relit. However, steam-powered Constructoids can also vent hot steam. This is effectively a Cone of steam 5' long per 5 hit die or fraction thereof, which deals 1d6 fire damage per two hit die. The Constructoid may use this steam weapon once every 1d6 rounds, and may take metabreath feats to modify it.

Gimmick: Every Constructoid has either a cantrip that can be used at will or a 1st level spell that can be used once per day as a spell like ability. This can be any Cantrip or 1st level Abjuration, Divination or Evocation spell from the Sorcerer/Wizard spell list.

Favoured Class: Any.

(The Construct Redux is just going to be a suggestion to use the Tome construct rules)_________________

Dean, on Paranoia wrote:

The book is a hardbound liars paradox.

Winnah wrote:

No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

FrankTrollman wrote:

In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

Last edited by Prak on Tue Jun 16, 2015 10:23 am; edited 1 time in total

Travel SphereGranted Ability: You are never forced to make a constitution check to continue traveling after eight hours. Traveling for any length of time never itself deals damage to you (you still suffer from environmental effects) and automatically succeed any concentration checks you would need to make from travel. You may also make double moves as move actions and have the Run feat.
1st: Endure Elements
3rd: Dark Way (SpC)
5th: Phantom Steed
7th: Freedom of Movement
9th: Planar Tolerance (SpC)
11th: City Stride (RoD), Plane Shift
13th: Greater Teleport
15th: Excavate (SpC)
17th: Word of Recall
19th: Gate_________________

Dean, on Paranoia wrote:

The book is a hardbound liars paradox.

Winnah wrote:

No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

FrankTrollman wrote:

In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

Mantle of Webs
(AKA: the Greater Cloak of Arachnida)
At first you mistake this item for a veil of cobwebs stretched over the rack it hangs from. With closer, magically aided inspection, you realize that while it looks like cobwebs, it is much stronger, a cloth of lace with the appearance and texture of cobwebs, but the resilience of steel.

The mantle of webs allows the user to use the web ability of a monstrous spider one size larger than them, including the 8/day limit and the ability to create sheet webs (this takes ten minutes of work and does not count against daily uses of the thrown net web). In addition, three times per day, the wearer may cast Spiderskin on themselves as a swift action with a caster level equal to their character level.

While wearing the mantle of webs, the wearer is unimpeded by webs of any sort, and may walk and crawl along webbing as if under the effects of the spell Spider Climb.

A caster may renew uses of the mantle's web ability or Spiderskin by expending spell slots. Each spell slot expended this way recharges half its level in uses of either the web ability or Spiderskin.
Faint Transmutation; CL 5; Craft Wondrous Item, web, spiderskin; Price 23,400 gp; Weight 5 lb._________________

Dean, on Paranoia wrote:

The book is a hardbound liars paradox.

Winnah wrote:

No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

FrankTrollman wrote:

In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

Planeswalker [Template]
Planeswalker is an acquired template which may be added to any creature which could be subject to the spell Resurrection (but not True Resurrection) and which has an intelligence of 3 or higher.
A planeswalker retains all their original statistics and special abilities, gaining the following.
Size and Type: The creature's size and type are unchanged, but they gain the (planeswalker) subtype.
Hit Dice: The creature's hit dice are unchanged, but they do gain more hit points from their bonus feat Improved Toughness.
Special Abilities: The creature gains the following special abilities:
Planeswalk: The iconic ability of the planeswalker is their ability to enter the Blind Eternities and walk to another plane of existence. This takes hardly any time, up to a handful of minutes for particularly far away planes, but in general is fairly quick, taking only 1d6 rounds unless ruled otherwise. This functions as the spell Plane Shift, save that planeswalking to a well known location is possible, and planeswalkers are limited to moving themselves and whatever they are carrying. They cannot bring other people with them unless those other beings have their own planar travel ability, in which case a planeswalker can be "followed." Use the table from Teleport, but even an On Target result deposits the planeswalker 3d20*50' away from their precise intended location. The planeswalker never risks planeswalking into an occupied spot, as they are able to sense the area they will wind up in with a 10' radius of "vision," but can be trapped if the trap is not immediately obvious within that radius. Of course, unless extradimensional travel is blocked in some way, the planeswalker can leave again. This ability can be used at will.
Tap Mana: The other primary benefit of being a planeswalker is the ability to utilize magical energy from other planes. In essence, this allows the planeswalker to ignore Limited, Impeded and Dead magic zones provided they have spent at least an hour attuning to the magical energy of a plane which does not have such a trait (or with a different form of Impeded or Limited magic).
Detect Magic: Planeswalkers have an innate ability to detect and read magic to at least some extent. Certain planeswalkers may have greater ability, but all can at least use Detect Magic as a spell like ability with a caster level equal to their HD or Class level at will.
Abilities: When a planeswalker's spark ignites, they become a little better in all areas, but a planeswalker who isn't particularly strong won't be as strong as one who was a world class weight lifter before their own spark ignited, and they may still be outclassed by a mortal strongman. Increase the planeswalker's ability scores as follows, in order of highest to lowest score: +6, +4, +4, +2, +2.
Feats: Planeswalkers are all at least moderately more resilient than the average member of their race, gaining Improved Toughness as a bonus feat.
CR: No Modification. An enemy with the Planeswalker template is only moderately stronger in ability scores and hp, and has increased ability to flee danger.
Level Equivalency: At most 1. Ideally, all characters in a party should be planeswalkers, in which case, there will be no power discrepancy from this template.

I've been toying with this idea a bit. I think this covers planeswalking pretty well. Thoughts?_________________

Dean, on Paranoia wrote:

The book is a hardbound liars paradox.

Winnah wrote:

No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

FrankTrollman wrote:

In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

Kind of thinking about a D&D game with a premise of "Marvel, but in a Fantasy Iron Age." I've got a lot that I can use in that already, but I've been thinking about how to translate the symbiotes into D&D. This is surprisingly difficult, but I think I've figured something out, mostly. Might have some balance issue. Oh, and I edited the Totemic Power feat a bit, since I realized that some of the variations were weak options compared to the others.

Nethar Symbiote
These strange lifeforms are easily, and often, confused for psychoactive skins, but are in fact sapient beings budded from Neth, the Living Plane. While they are sapient, they are unknown to communicate (mostly due to their communication being entirely telepathic). True to their name, they are symbiotic, needing a host to live. They feed on the host's adrenaline while augmenting the host's capabilities.

In their dormant form, a Nethar symbiote appears to be a featureless goo of a mostly solid colour, though streaks and marbling are somewhat common. When bonded to a host, the goo covers the host like a second skin, typically showing the same colouration over the host's form and adding long claws and a distending mouth full of sharp fangs. However, Nethar symbiotes possess amazing chameleonic abilities, and may change their appearance on the host as they or the host desires, much as the spell Disguise Self.

Additionally, due to their parasitic feeding and psionic abilities, Nethar symbiotes have the ability to "learn" new capabilities from a host which can be used by later hosts. The more hosts a Nethar symbiote has had, the stronger it is, and the harder it is for a given host to resist it's control. This makes it very important for host and symbiote to share a personality and objective, much like an intelligent item.

Nethar Symbiote Powers
In general, a Nethar symbiote can be thought of similar to an Astral Construct which has something like the reverse of the feat Skin of the Construct, allowing it to absorb another entity, rather than the entity having a feat allowing it to wear a symbiote.
A Nethar symbiote has a number of HD equal to the number of hosts it has fed from. More importantly than it's hit points, these HD determine the number and strength of abilities a Nethar symbiote can have learned from those hosts, the amount by which they augment future hosts, and how hard it is for a host to resist the symbiote's control.

Nethar Symbiotes are Outsiders with Darkvision and Low-light Vision. When worn by a host, consider the symbiote an armor with an armour bonus equal to it's natural armour bonus, max dex equal to half it's dexterity score, and no armour check or armour stealth penalty. The wearer also gains an enhancement bonus equal to Strength equal to 1/3 the symbiote's hit dice, as well as always being aided in strength-based checks by the symbiote (as the Aid Another action). Finally, the host gains damage reduction equal to the symbiote's HD overcome by adamantine, the Powerful Build trait and claws and a bite attack which deal damage for their Powerful Build (ie, as if they were one size larger than they are).

Nethar Symbiotes are extremely susceptible to heat and vibration. When subjected to an attack which deals fire or sonic damage, whether bonded to a host or not, the symbiote must make a Will save (DC 10+Damage dealt) or become Panicked. The symbiote uses it's host's base will save with its own wisdom modifier.

HD

HP

NA

Ability Scores

Special Abilities

Ego

1

7 hp

+1

Str 15, Dex 15, Con 15, Int 6, Wis 10, Cha 6

1

2

2

13 hp

+2

Str 17, Dex 15, Con 15, Int 7, Wis 10, Cha 6

2

3

3

23 hp

+3

Str 21, Dex 15, Con 16, Int 8, Wis 11, Cha 8

3

4

5

45 hp

+4

Str 25, Dex 15, Con 18, Int 10, Wis 12, Cha 10

5

6

7

70 hp

+5

Str 29, Dex 13, Con 20, Int 13, Wis 14, Cha 12

7

11

10

120 hp

+6

Str 33, Dex 13, Con 24, Int 16, Wis 16, Cha 15

10

17

13

182 hp

+7

Str 35, Dex 13, Con 28, Int 18, Wis 18, Cha 16

13

20

16

240 hp

+8

Str 39, Dex 13, Con 30, Int 20, Wis 20, Cha 20

16

28

19

323 hp

+10

Str 43, Dex 11, Con 34, Int 24, Wis 24, Cha 30

19

42

Former Host Special Abilities

Click here to see the hidden message (It might contain spoilers)

Breath Weapon The symbiote has taken on a former host's ability to breath out an attack. This attack is a cone or line and deals a type of damage depending on the former host (this is determined at the time the ability is taken). The damage die is the same as the former host, but the damage is 1 die per two hit die of the symbiote.

Burrowing The symbiote has taken on a former host's ability to burrow, granting future hosts a Burrow speed of 40'. This symbiote's host's claws deal damage as if they were another size larger.

Climbing The symbiote has taken on a former host's ability to scale walls, granting future hosts a Spiderclimb at will as an extraordinary ability. The symbiote also acts as a pair of locking gauntlets.

Fast Healing The symbiote has learned to supplement both its own and its host's healing ability. Both symbiote and host gain Fast Healing equal to half the symbiote's HD (minimum 1). Much like Regeneration, Fire and Sonic damage cannot be healed by this fast healing, and must be healed by other means.

Flight The symbiote has taken on the ability to fly from a former host, allowing future hosts to sprout wings and fly at 20' (Average). The speed allowed by the symbiote is increased by 10' for every 3 HD it has, and the maneuverability increases by one step for every +2 modifier of the host's Dexterity.

Resistance The symbiote has taken on the energy resistance of a former host, conferring a resistance of 5+(half the symbiote's HD) to one energy type.

Speed The symbiote has taken on the speed of a former host, increasing the land speed of future hosts by 20'.

Spell like Ability The symbiote has taken on the ability to use a single spell like ability from a former host, chosen when this ability is taken. This spell like ability mimics a spell of a level equal to 1/2 the3 symbiote's HD, with a caster level equal to the symbiote's HD. The casting ability for the spell is Cha.

Swim The symbiote has taken on the ability to swim of a former host, granting it's host a swim speed of 40'.

Tendrils The symbiote can sprout an array of psuedopods not quite suitable for wielding weapons, but perfectly serviceable as weapons on their own. The host gains two Tentacle attacks which deal damage as if they were a size larger, and can attempt to trip an opponent they hit with a tendril as a free action. If the host fails to trip their opponent, there is no danger of being tripped themselves.

Webbing The symbiote has taken on a former host's ability to create webs. Future hosts gain Spider variation of the Totemic Power feat (see above).

(!----I need more of these----!)

Symbiote Feats
Broadly, possession and use of a Nethar Symbiote beyond the menu abilities is best represented by feats, similar to fiendish feats from the Tome of Fiends.

Nethar Symbiote Bond
You are bonded to a Nethar Symbiote.
Benefit: You have and are bonded to a Nethar Symbiote. You gain the benefits of the symbiote when wearing it- you have an armor bonus equal to the symbiote's natural armor bonus, have a bite and claw attack which deal damage as if you were a size larger, DR (Symbiote HD)/Adamantine, and the symbiote's Former Host special abilities. You may use Chameleon and Disguise Self at will as Psi-Like Abilities.
Being bonded with the symbiote, it is easier for you to work with your symbiote and resist its control, gaining a bonus to your Will save against it's Ego equal to the better of your Charisma or Wisdom modifier.
Finally, this feat allows you to take Symbiote feats.
Special: You may have a Nethar symbiote without this feat, but you can't take Symbiote feats without it.

Aggressive Protoplasm[Symbiote]
The very nature of your symbiote's protoplasm has altered to become anathemic to other life, either corrosive or toxic.
Benefit: When you gain this feat, choose Poison or Acid. If you choose Poison, choose any poison in D&D with a DC equal to or less than (10+half your HD+the better of your symbiote's con mod or your own). You may create a poison from your symbiote's protoplasm that mimics that poison, save that it uses your own DC (increasing as your HD and con mod does). Doing so deals 1 point of subdual damage to your symbiote. If you choose Acid, your symbiote's protoplasm becomes corrosive, dealing dealing acid damage to creatures touched by it equal to (symbiote's HD)d6. You may throw, drip, or otherwise separate a small amount of protoplasm from your symbiote to deal this acid damage at range or similar, but doing so deals 1 point of subdual damage to your symbiote each time you do. Protoplasm separated from your symbiote continues to deal damage each round equal to half the damage dealt the round before for a number of rounds equal to the better your symbiote's or your own con mod.

Constricting Symbiote[Symbiote]
You have learned to shape your symbiote, altering your own cellular structure as you do, to create a powerful constricting tail in place of your legs.
As the Fiend feat Constricting Fiend. The host may switch between legs and a constricting tail at will as a full-round action.

Enhanced Chameleonic Ability[Symbiote]
You have learned to compress your symbiote in such a way that you can disguise it while maintaining it's enhanced size.
Prerequisites: Extra Biomass
Benefit: You may Change Shape into a Medium humanoid appearance, your symbiote mimicking attire of your choice, while still benefitting from the effects of Extra Biomass.
Normal: A host with Extra Biomass who wishes to disguise their symbiote's size must force the symbiote into dormancy, gaining no benefit from their Symbiote feats while it is inactive.

Extra Biomass[Symbiote]
You have increased the biomass of your symbiote such that when active, you are larger than normal.
As the Fiend feats Large and Huge size.

Greasy Protoplasm[Symbiote]
You have learned to secrete a slick byproduct from your protoplasm which makes it very hard to stand where you have or hold onto you.
As the Fiend feat Slime Trail

Limb Shaping[Symbiote]
Your ability to shape your symbiote's protoplasm has improved to the point that you can create entirely new limbs.
Prerequisites: Weapon Shaping, Character Level 6
Benefit: As a full-round action, you may create one pair of arms or legs, or a powerful tail. Extra arms allow the use of more weapons or shields and grant additional claw attacks. Extra legs grant the wearer the Stability trait of dwarves, save that it functions while climbing if the symbiote has a climb speed, as well as increasing the host's land speed by 10'. If the symbiote has a climb, burrow or swim speed, either form of limb increases that speed by 10'. A tail grants a Tail Slap attack, and may, at the host's option, include a stinger. If your have Aggressive Protoplasm, such a stinger may inject the poison or acid granted by that feat.

Pincers[Symbiote]
You can form your symbiote's protoplasm into a pair of large pincers over two of your hands.
As the Fiend feat Pincers.

Shards of the Symbiote[Symbiote]
You can throw razor sharp shards from your symbiote.
As the Fiend feat Spines of Fury

Share Symbiote[Symbiote]
You have learned to create a small servitor symbiote that can be worn by another.
Prerequisites: Symbiote Domination, Character Level 10
Benefit: You may create a lesser symbiote from your own, ie, a symbiote with less HD, and allow it to engulf another host. Your own symbiote basically takes a number of negative levels equal to one less than the HD of the created symbiote and can only access a number of special abilities equal to that allowed by symbiote HD equal to (Symbiote's HD-negative levels). You cannot create a symbiote with more HD than one less than half your symbiote's HD. The host of your shared symbiote gains the usual benefits of having a symbiote, and the symbiote has whatever abilities you lost access to. You cannot create more symbiotes than your symbiote's Con Mod, and you do not control a host unless you also use Symbiote Domination on the host who receives your shared symbiote.

Symbiote Domination[Symbiote]
You have learned to use your symbiote to control others.
Prerequisites: Character Level 5
Benefit: You may use a small piece of your symbiote to establish control of another creature. This acts as the spell Dominate Animal, but deals an amount of subdual damage to your symbiote equal to the target's HD. If you have 9 or more HD, this may act as Dominate Person instead, and if you have 17 or more HD, this may act as Dominate Monster.

Weapon Shaping[Symbiote]
You have learned to form weapons from your symbiote's protoplasm.
Benefit: You may create weapons from your symbiote as a swift action. You can form natural or manufactured weapons with equal ease, and creating one takes a swift action. Weapons you create may be any size, and you are considered to be proficient in weapons you create from your symbiote. If you create a weapon above the size you could normally wield (taking the powerful build from the symbiote into account), it takes longer than normal to form--a move action for 1 size, a standard for 2 sizes, and a full round action for 3 sizes. You may also form multiple weapons at once, but two weapons of one size are treated as one weapon of the next size up for action purposes (ie, a medium host may form a huge weapon or two large weapons as a move action).
Your weapons may be sundered as normal. If this happens, it deals damage to the symbiote equal to the damage taken to sunder the weapon. A symbiote at reduced hp has a reduced mass from which to create weapons- at 3/4 hp, it cannot create weapons three sizes above normal; at 1/2 hp, it cannot create weapons two sizes above normal; at 1/4 hp, it cannot create weapons one size above normal. If the symbiote has less than 1/4 hp, it cannot create weapons until it has healed above 1/4 hp.
Special: This feat also allows the creation of Shields._________________

Dean, on Paranoia wrote:

The book is a hardbound liars paradox.

Winnah wrote:

No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

FrankTrollman wrote:

In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

Last edited by Prak on Mon Jul 17, 2017 4:44 am; edited 1 time in total

Beastshaper (Sphere)
Granted Power: As a swift action, you may gain a natural attack of any type (Bite, 2 Claws, Gore, Sting, Slam, Tail Slap) which deals damage appropriate to your size.
As a Full Round Action, you may gain one movement mode of a creature of your CR and no more than 1 size category smaller or larger than you.
You may only have one type of attack and one movement mode gained this way at a time.
1st: Winged Watcher/Aquatic Escape (CSc)
3rd: Vermin Form (see below)
5th:Lycanthropy7th:Monstrous Form9th:Aspect of the Stag/Aspect of the Wolf(Pf)*
11th: Greater Lycanthropy (see below)
13th: Greater Monstrous Form (see below)
15th: Megalodon Empowerment (Strw)
17th: Nature's Avatar (SpC, can target self when in a beast form)
19th: Shapechange

Vermin Form
As Lesser Spider Form (DotU) but allows any vermin of CR equal to or less than your level minus 1. Level 1 characters are allowed to take CR 1 forms.

Greater Lycanthropy
As Lycanthropy, but allows you to take Tiny and Huge forms, as well.

Tiny, Flying - 60' flight speed (good), +6 Dex, -4 Strength)

Tiny, Land - 20' climb speed, +4 Dex, -6 Str, +8 Balance

Tiny, Swimming - 20' swim speed, +4 Dex, +4 Hide, +4 Move Silently

Huge, Flying - 100' flight speed (poor), +16 Strength, Swallow Whole

Huge, Land - 40' speed, +20 Str, Trample 2d8

Huge, Swimming - 70' Swim speed, +12 Str, Improved Grab

Greater Monstrous Form
As Monstrous Form, but allows for Tiny to Huge forms.